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86 行
3.0 KiB
86 行
3.0 KiB
Shader "Hidden/Unity/LightingDeferred"
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{
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Properties
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{
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_SrcBlend("", Float) = 1
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_DstBlend("", Float) = 1
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}
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SubShader
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{
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Pass
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{
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ZWrite Off
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Blend[_SrcBlend][_DstBlend]
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HLSLPROGRAM
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#pragma target 5.0
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#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
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#pragma vertex VertDeferred
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#pragma fragment FragDeferred
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// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_DISNEYGXX
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
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#include "Lighting.hlsl" // This include Material.hlsl
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
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DECLARE_GBUFFER_TEXTURE(_CameraGBufferTexture);
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DECLARE_GBUFFER_BAKE_LIGHTING(_CameraGBufferTexture);
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UNITY_DECLARE_TEX2D(_CameraDepthTexture);
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float4 _ScreenSize;
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float4x4 _InvViewProjMatrix;
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struct Attributes
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{
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float3 positionOS : POSITION;
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};
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struct Varyings
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{
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float4 positionHS : SV_POSITION;
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};
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Varyings VertDeferred(Attributes input)
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{
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// TODO: implement SV_vertexID full screen quad
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// Lights are draw as one fullscreen quad
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Varyings output;
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float3 positionWS = TransformObjectToWorld(input.positionOS);
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output.positionHS = TransformWorldToHClip(positionWS);
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return output;
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}
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float4 FragDeferred(Varyings input) : SV_Target
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{
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Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
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// No need to manage inverse depth, this is handled by the projection matrix
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float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x;
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float3 positionWS = UnprojectToWorld(depth, coord.positionSS, _InvViewProjMatrix);
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float3 V = GetWorldSpaceNormalizeViewDir(positionWS);
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FETCH_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS);
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BSDFData bsdfData = DECODE_FROM_GBUFFER(gbuffer);
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// NOTE: Currently calling the forward loop, same code... :)
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float4 diffuseLighting;
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float4 specularLighting;
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ForwardLighting(V, positionWS, bsdfData, diffuseLighting, specularLighting);
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FETCH_BAKE_LIGHTING_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS);
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diffuseLighting.rgb += DECODE_BAKE_LIGHTING_FROM_GBUFFER(gbuffer);
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return float4(diffuseLighting.rgb + specularLighting.rgb, 1.0);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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